diff options
author | Chris Loer <chris.loer@gmail.com> | 2018-02-05 15:09:58 -0800 |
---|---|---|
committer | Chris Loer <chris.loer@mapbox.com> | 2018-02-06 08:46:15 -0800 |
commit | 14db958ae51d3f7cf8fa802a72dfe6fdba7f8864 (patch) | |
tree | 8f613a9849e75f8d5edb81b8ec08ff0554d744aa /src/mbgl/shaders | |
parent | 671dfefc1e3fff5038a6d9cedc78daabffa5597f (diff) | |
download | qtlocation-mapboxgl-14db958ae51d3f7cf8fa802a72dfe6fdba7f8864.tar.gz |
[core] Account for overscaling in debug collision circles.
Fixes issue #11116.
Port of GL JS issue $6041.
Diffstat (limited to 'src/mbgl/shaders')
-rw-r--r-- | src/mbgl/shaders/collision_circle.cpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/src/mbgl/shaders/collision_circle.cpp b/src/mbgl/shaders/collision_circle.cpp index f220586245..82ebbf05a0 100644 --- a/src/mbgl/shaders/collision_circle.cpp +++ b/src/mbgl/shaders/collision_circle.cpp @@ -26,7 +26,10 @@ varying vec2 v_extrude_scale; void main() { vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; - highp float collision_perspective_ratio = 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance); + highp float collision_perspective_ratio = clamp( + 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance), + 0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles + 4.0); gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); @@ -43,6 +46,7 @@ void main() { )MBGL_SHADER"; const char* collision_circle::fragmentSource = R"MBGL_SHADER( +uniform float u_overscale_factor; varying float v_placed; varying float v_notUsed; @@ -68,7 +72,7 @@ void main() { float extrude_scale_length = length(v_extrude_scale); float extrude_length = length(v_extrude) * extrude_scale_length; - float stroke_width = 15.0 * extrude_scale_length; + float stroke_width = 15.0 * extrude_scale_length / u_overscale_factor; float radius = v_radius * extrude_scale_length; float distance_to_edge = abs(extrude_length - radius); |